STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
PROFESSIONAL ABOUT ME SQL Developer | Instructor Bucks County Community College Senior Consultant (Data Scientist) Urban Science Applications, Inc. Brian Marchini EDUCATION BS Computer Science Brian.marchini@bucks.edu Temple University Master of Business Administration (MBA) Lehigh University Doctoral Student, Teaching, Learning and Technology Lehigh University CAUSES Owl to Owl Mentorship Temple University Lehigh Connect Lehigh University
GAME BASED LEARNING • WHAT IS GAMIFICATION? • ALTERED REALITY (AR) • VIRTUAL REALITY (VR) • SIMULATIONS • ASSESSMENTS • TRENDS
TRANSFORMATION PLAY Learning can be enhanced when students are positioned in a situated, narrative game as a protagonist that affects John Dewey their world around them in the choices and decisions made with a degree of consequentiality. Sasha Barab
POWER OF VIDEO GAMES ON MEMORY • Visual learning • Audial learning • Enhanced skill development • Long last effects…
WHAT IS GAME BASED LEARNING? Does game based learning need to be a competitive video game? Game based learning as the application of game features into the classroom.
AUGMENTED REALITY SANDBOX Developed by researchers at UC Davis Interacative 3d waterflow topography map augmented in real-time with an elevation, topographic contour lines, and simulated water https://arsandbox.ucdavis.edu/
BUILDING AN AUGMENTED REALITY BOX • An AR Sandbox requires the following hardware components: • A computer with a high-end graphics card (see the “Computer” section below for more specific hardware recommendations), running any version of Linux. • A Microsoft Kinect 3D camera. The AR Sandbox software, or rather the underlying Kinect 3D Video Package as of version 3.7, supports Kinect-for-Xbox 1414 and 1473, Kinect for Windows, and Kinect for Xbox One • A digital video projector with a digital video interface, such as HDMI, DVI, or DisplayPort. • A sandbox with a way to mount the Kinect camera and the projector above the sandbox. • Sand.
USING QR CODES FOR MIXED MEDIA AR • Scavenger Hunts • Detective Stories / Mysteries • Field Experience https://www.qrcode-monkey.com/
MERGE CUBE Altered Reality with interactivity. Pros • Large support network • Low entry cost Cons • Not 100% OER • In early stages – limited content • Reliant on developers
GOOGLE ARCORE • Development Platforms • Unity, Unreal, Android Studio, iOS • Heavy support • Extensive and growing library • Advanced software interacts AR into the real environment
VIRTUAL REALITY (VR)
GOOGLE EXPEDITIONS Minimal setup for maximum engagement in VR and AR VR Requirements: Expeditions app Mobile device or Chrome OS Optional: VR Viewer AR Requirements: Expeditions app Mobile device or Chrome OS Optional: Selfie Stick https://edu.google.com/products/vr-ar/expeditions/?modal_active=none
GOOGLE TOUR CREATOR https://arvr.google.com/tourcreator/
SIMULATIONS PROS CONS • Hundreds of simulations available online. • Long development times. • Immersion into content based situations • Enhanced engagement • Few centralized repositories • Deeper Learning • Many poor quality simulations • Promotes cooperation • Self-paced learning
SIMULATION: QUEST ATLANTIS • Includes narratives that engages the students. • Students actions have ripple affects in the simulated world. • Template approach to simulation. • Course content trails engagement. • Course content trails engagement. • Resulted in both higher levels of engagement and understanding.
ASSESSMENTS FORMATIVE AND SUMMATIVE
ASSESSMENT TESTING BEATING LEGEND OF ZELDA TAKING A POP QUIZ
WHY ARE VIDEO GAMES SO ENGAGING? • Social Features King, Delfabbro and Griffiths published a paper that expanded Wood’s framework • Manipulation and control which sought to identify the key psychological characteristics of video games. • Narrative and identity They break down the features into five main categories. (King, Delfabbro, & Griffiths, • Reward and punishment 2009, p. 93). • Presentation
SOCIAL FEATURES SUB FEATURES EXAMPLE • Social utility features In-game voice and text chats • Social formation Guilds/clans in MMORPGs • Leader boards Hall of Fame lists • Support networks Internet Forums, strategy guides
MANIPULATION AND CONTROL FEATURES SUB FEATURES EXAMPLE • User input Intuitive controls: keyboards, text screen, voice… • Save points Checkpoints, auto saves • Player management Ownership of player resources and stats • Non-controllable Scripted events, load screens
NARRATIVE AND IDENTITY FEATURES SUB FEATURES EXAMPLE • Avatar creation Gender, race, attributes, costume.. • Storytelling Cut-scenes, mission briefings • Theme and genre Role-playing, shooting, …
REWARD AND PUNISHMENT FEATURES SUB FEATURES EXAMPLE • General rewards Experience points, bonuses • Punishments Losing a life, restarting a level • Meta-game rewards Badges, Achievements • Intermittent Rewards Increasingly difficult levels • Negative rewards Gaining health, repairing items
REWARD AND PUNISHMENT FEATURES (CONT) SUB FEATURES EXAMPLE • Event frequency Unlimited replayability • Event duration MMORPGs have no endpoint • Payout intervals Instant rewards, immediate feedback
PRESENTATION FEATURES SUB FEATURES EXAMPLE • Graphics and Sound Realistic graphics, fast music in difficult secitons • Franchise features Trademarked names • Intuitive design Follows traditional game conventions
ADDITIONAL FACTORS • Consistency of play • Adapts to the individual learner • Failure ≠ Finality
ASSESSMENT TESTING BEATING LEGEND OF ZELDA COMPLETING A POP QUIZ
GAMIFIED FORMATIVE ASSESSMENTS
KAHOOT • Pros • Cons • Random name generator • Geared towards live play • Web-based • Promotes speed of response over analysis • Large sets of available content • Detailed short-term metrics • Split interface between answers and questions • Integration with learning platforms like Google Classroom • Limited long term metrics on students • Extensive customization • Content importation
joinmyquiz.com QUIZIZZ • Pros • Cons • No automatic name generator (manual) • Integration with learning platforms like Google Classroom • Student paced • Large sets of available content • Content Importation • Web-based • Single Interface • Allows for live and at-home environments • Student paced • Detailed long term backend metrics • Extensive customization/ Meme sets • Power Ups! • Redemption Questions! https://quizizz.com/
QUIZLET • Pros • Cons • Offers student paced and live modes • Freemium access with push for premium even • Web-based on student-side • Platform Integration with Google Classroom • Less refined interface than segment leaders and Remind • Allows self-paced practice using multiple play modes • Allows open answering • Designed for cooperative play • Requires team cooperation in live environments https://quizlet.com
SOCRATIVE • Pros • Cons • Web-based • Limited support unless you go with Pro • Allows for Limited Choice and Short • Less refined than other iterations Answer • Varied delivery methods similar to Kahoot https://b.socrative.com/teacher https://b.socrative.com/login/student/
TRENDS • Assessment • Virtual Reality • Term based assessments • Expanded content • Gamified standardized assessments • Authentic story telling using VR • Assessment utilitizing AR/VR • Simulations • Template Based Simulations
QUESTIONS?
GAME ON!
REFERENCES ARCore - Google Developers | Google Developers. (2019). Google Developers. Google for Education, Bring your lessons to life with Expeditions. (2019). Bring your https://developers.google.com/ar lessons to life with Expeditions | Google for Education. Google for Education. https://edu.google.com/products/vr-ar/expeditions/?modal_active=none Augmented Reality Sandbox. (2016). Ucdavis.Edu. https://arsandbox.ucdavis.edu/ Granic, I., Lobel, A., & Rutger C. M. E. Engels. (2014). The benefits of playing video Balasubramaniam, G., & K, I. (2016). A Study of Learning Style Preferences among games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857 First Year Undergraduate Medical Students Using VARK Model. Education in Medicine Journal, 8(4). https://doi.org/10.5959/eimj.v8i4.440 Kahoot! | Learning Games | Make Learning Awesome! (2019, March 8). Kahoot! https://kahoot.com/ Barab, S. A., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational Play. Educational Researcher, 39(7), 525–536. King, D., Delfabbro, P., & Griffiths, M. (2009). Video Game Structural https://doi.org/10.3102/0013189x10386593 Characteristics: A New Psychological Taxonomy. International Journal of Mental Health and Addiction, 8(1), 90–106. https://doi.org/10.1007/s11469-009-9206- Boyle, A. (2011, September 18). Gamers solve molecular puzzle that baffled 4 scientists. NBC News; NBC News. https://www.nbcnews.com/sciencemain/gamers- solve-molecular-puzzle-baffled-scientists-6C10402813 October 1958: Physicist Invents First Video Game. (2019). @apsphysics. https://www.aps.org/publications/apsnews/200810/physicshistory.cfm Bressler, D. M., & Bodzin, A. M. (2016). Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game. Journal of Science Education QRCode Monkey - The free QR Code Generator to create custom QR Codes with and Technology, 25(5), 795–805. https://doi.org/10.1007/s10956-016-9639-z Logo. (2019). QRCode Monkey. https://www.qrcode-monkey.com/ Csikszentmihalyi, M. (2015). TED Talk – Mihaly Csikszentmihalyi – Flow – 2004. In Spencer, J. (2017). What is Flow Theory? What does this mean for our students? YouTube. https://www.youtube.com/watch?v=I_u-Eh3h7Mo [YouTube Video]. In YouTube. https://www.youtube.com/watch?v=iUsOCR1KKms Gibson, E. (2010, May 28). Average age of gamers is 32, says study. Statista - The Statistics Portal for Market Data, Market Research and Market Eurogamer.Net; Eurogamer.net. https://www.eurogamer.net/articles/average-age- Studies. (2018). Statista.Com; Statista. https://www.statista.com/ of-gamers-is-32-says-study Tour Creator. (2020). Tour Creator. https://arvr.google.com/tourcreator/ Gladwell, M. (2017). Complexity and the Ten-Thousand-Hour Rule. The New Yorker. https://www.newyorker.com/sports/sporting-scene/complexity-and-the-ten- VIAStrengths. (2010). Flow Theory. In YouTube. thousand-hour-rule https://www.youtube.com/watch?v=GZbUDzmKvus
You can also read